Forgive me if these questions have already been asked elsewhere as I've only just discovered this thread.

1. Can a player control production, if so how long does it take to retool a factory?

2. Can a player bring forward the in service date of equipment by R&D?

3. When a unit's equipment is upgraded does it effect its experience or readiness. Can a unit train to work up its efficiency with the new weapon system.

Forget everything you knew about production from playing WAR IN RUSSIA, not only is the production system (actually I would describe it as a replacement system) completely computer controlled but there is no concept such as retooling a factory in the game. A factory can be producing one type of aircraft or AFV one month and switch to producing another type the next month with no impact on output by the switchover per se. Factories exist merely to regulate overall production.

Replacements in general, whether of new equipment or old, will impact experience.

Hi I am very much interested on this game. I wonder, about units that a retired from the front historically to come back later. Let´s imgaine the unit has been destroyed during the game, will it come back anyway? I guess this could open a window to some gamey play, for instance I know one of my units will be retreated to come back later at full strength, so in the meantime I use it as a suicide unit, has this been taken into consideration?

Gary has already thought of that one. Units slated for withdrawal must be at a specified strength or they will remain frozen on the map until they reach that strength. If a unit slated for withdrawal is completely destroyed before its withdrawal date it would be returned to the map as a cadre and sit frozen until it rebuilt enough to withdraw.

Thanks for the answer, looks a good solution Another question, what about Soviet Tank Corps and Mech Corps, how are they represented, ax single units or as agregate of several units?

Tank and Mechanized corps are "built" by combining tank and mechanized/motorized brigades. You can also break them back down into brigades.

The major difference between tank & mechanized corps versus rifle and cavalry corps is that that tank/mech corps have unique TOEs they follow while rifle/cavalry corps are simply the sum of three divisions. Therefore while you can form a tank corps from three tank brigades, the TOE of a tank corps is not the same as the TOE of a tank brigade times three (i.e. tank corps contain combat elements not found in tank brigades).

Partisan units can be either inactive (invisible to the Axis player) or active (visible to the Axis player). Inactive partisan units can neither attack or be attacked. Once an inactive partisan unit has grown to sufficient size, improved its morale, and accumulated enought supplies (automatically air dropped to it every turn) the unit will become active. Active partisan units attack Axis rail lines in an attempt to damage them to disrupt the flow of supplies and troops. Axis units attack active partisan units by moving adjacent to them which causes the partisan unit to re-locate to another hex and automatically become inactive again.

No combat units (units that appear on the map) are smaller than a regiment. Units which upgrade to a larger formation or any unit understrength which receives replacement will take a hit to their experience ratings.

How if at all are independent batalions represented? Tiger btl's, Sturm Abt.(stug btl's) all the different Pz Jgd Abt's. In essence if not so in name the independent russian tank bde had around the same number of tanks as german independent btl's.

Partisan units can be either inactive (invisible to the Axis player) or active (visible to the Axis player). Inactive partisan units can neither attack or be attacked. Once an inactive partisan unit has grown to sufficient size, improved its morale, and accumulated enought supplies (automatically air dropped to it every turn) the unit will become active. Active partisan units attack Axis rail lines in an attempt to damage them to disrupt the flow of supplies and troops. Axis units attack active partisan units by moving adjacent to them which causes the partisan unit to re-locate to another hex and automatically become inactive again.

Thanks for the answer.

Is there a chance that an active partisan cell can be completely wiped out or will they always relocate and rebuild?

Does Axis activity (transiting units, security sweeps etc) in the area of an inactive cell effect the rate at which the cell becomes operational?

Here's another- I would imagine that the Warsaw Uprising would be represented somehow in the game. Would the trigger for this event be based on historical time-line, or the proximity of the Russian forces?

Seeing as the trigger for the event was partly based on proximity historically- how would the game deal with that?

Cheers jamie

_____________________________

Harmlessly passing your time in the grassland away; Only dimly aware of a certain unease in the air. You better watch out, There may be dogs about I've looked over Iraq, and i have seen Things are not what they seem.

Ok, lets cover supply and interdiction of supply. Please describe the supply methodology in general and factors that influence the supply status of a unit.

Supply in WitE is a very complicated and involved process that would take pages to describe in detail so I will just give you the gist of it here.

There are three kinds of supply in WitE, fuel, ammo & general supply. Every unit in the game has particular requirements for each of these supply types. Units consume fuel when the move (or planes fly), ammo when they fight and general supply for a variety of purposes including the obvious rations.

When units consume more supplies than their supply requirements they must be re-supplied. Units draw supplies from their HQs or directly from a rail head if it is closer. Units can draw supplies up to 5 hexes (or 20 motorized movement points) from an HQ or rail head. HQs can draw supply up to 25 hexes (or 100 motorized movement points) from a rail head. The combined rail head to HQ to unit supply line cannot exceed 100 motorized movement points. HQs cannot supply other HQs.

Units within 6 hexes of a supply source get the full amount of available supply. Beyond that range supply is progressively deceased. Units low on supply have reduced movement ability (ground units) and are less combat effective (all units). Units beyond supply range or isolated are severely effected in both movement and combat.

Partisans can "interdict" supplies by damaging rail lines and supplies can be destroyed by bombing the HQ but in general the Eastern Front is just too big a place for either of these methods to be terribly effective.

No combat units (units that appear on the map) are smaller than a regiment. Units which upgrade to a larger formation or any unit understrength which receives replacement will take a hit to their experience ratings.

How if at all are independent batalions represented? Tiger btl's, Sturm Abt.(stug btl's) all the different Pz Jgd Abt's. In essence if not so in name the independent russian tank bde had around the same number of tanks as german independent btl's.

Kind regards,

Rasmus

Battalion (and regimental for Soviet) size units appear as support units attached to the various headquarters. You can also attach a support unit to a combat unit (regiment/brigade or larger). What really defines the difference between support units and combat units is how self contained they are, not their size. A tiger battalion for example is pure tanks without any other supporting units while a Russian tank brigade is a combined arms unit with infantry and heavy weapons in addition to its tanks.

Partisan units can be either inactive (invisible to the Axis player) or active (visible to the Axis player). Inactive partisan units can neither attack or be attacked. Once an inactive partisan unit has grown to sufficient size, improved its morale, and accumulated enought supplies (automatically air dropped to it every turn) the unit will become active. Active partisan units attack Axis rail lines in an attempt to damage them to disrupt the flow of supplies and troops. Axis units attack active partisan units by moving adjacent to them which causes the partisan unit to re-locate to another hex and automatically become inactive again.

Thanks for the answer.

Is there a chance that an active partisan cell can be completely wiped out or will they always relocate and rebuild?

Does Axis activity (transiting units, security sweeps etc) in the area of an inactive cell effect the rate at which the cell becomes operational?

To "wipe one out" you would have to occupied every hex in a 12 hex radius with units or zones of control. I doubt most players could find the units or the inclination to do that.

There is a garrison requirement in the game and if you're able to fulfill it you make partisan creation very difficult. The problem with fulfilling the requirement of course is that the partisans in your rear are marginally effective and the Red Army in front of you is orders of magnitude more effective. Where do you want your troops? Beating the bushes for partisans or standing on that thin blue/gray line?

Here's another- I would imagine that the Warsaw Uprising would be represented somehow in the game. Would the trigger for this event be based on historical time-line, or the proximity of the Russian forces?

Seeing as the trigger for the event was partly based on proximity historically- how would the game deal with that?

Cheers jamie

No, the Warsaw uprising is not in the campaign game. Neither the forces involved nor the combat actions could be modeled at the scale of a divisional level/10 mile to the hex/one week turn game. However scenario designs might do something special for scenario covering just that period.

Partisan units can be either inactive (invisible to the Axis player) or active (visible to the Axis player). Inactive partisan units can neither attack or be attacked. Once an inactive partisan unit has grown to sufficient size, improved its morale, and accumulated enought supplies (automatically air dropped to it every turn) the unit will become active. Active partisan units attack Axis rail lines in an attempt to damage them to disrupt the flow of supplies and troops. Axis units attack active partisan units by moving adjacent to them which causes the partisan unit to re-locate to another hex and automatically become inactive again.

In other games I've played, the SS units are given a more effective radius when supressing partisan activity. Is this going to be the case in this game ?

Ok, lets cover supply and interdiction of supply. Please describe the supply methodology in general and factors that influence the supply status of a unit.

Supply in WitE is a very complicated and involved process that would take pages to describe in detail so I will just give you the gist of it here.

There are three kinds of supply in WitE, fuel, ammo & general supply. Every unit in the game has particular requirements for each of these supply types. Units consume fuel when the move (or planes fly), ammo when they fight and general supply for a variety of purposes including the obvious rations.

When units consume more supplies than their supply requirements they must be re-supplied. Units draw supplies from their HQs or directly from a rail head if it is closer. Units can draw supplies up to 5 hexes (or 20 motorized movement points) from an HQ or rail head. HQs can draw supply up to 25 hexes (or 100 motorized movement points) from a rail head. The combined rail head to HQ to unit supply line cannot exceed 100 motorized movement points. HQs cannot supply other HQs.

Units within 6 hexes of a supply source get the full amount of available supply. Beyond that range supply is progressively deceased. Units low on supply have reduced movement ability (ground units) and are less combat effective (all units). Units beyond supply range or isolated are severely effected in both movement and combat.

Partisans can "interdict" supplies by damaging rail lines and supplies can be destroyed by bombing the HQ but in general the Eastern Front is just too big a place for either of these methods to be terribly effective.

Ok, so the capacity of the individual supply sources and/or the ultimate "National" supply capacity is infinite ?

The interdiction role of airpower was something that is in the current MWiR but I never really understood how it worked. Are you saying that there is no possibility of interdiction by using airpower in this game ?

Partisan units can be either inactive (invisible to the Axis player) or active (visible to the Axis player). Inactive partisan units can neither attack or be attacked. Once an inactive partisan unit has grown to sufficient size, improved its morale, and accumulated enought supplies (automatically air dropped to it every turn) the unit will become active. Active partisan units attack Axis rail lines in an attempt to damage them to disrupt the flow of supplies and troops. Axis units attack active partisan units by moving adjacent to them which causes the partisan unit to re-locate to another hex and automatically become inactive again.

In other games I've played, the SS units are given a more effective radius when supressing partisan activity. Is this going to be the case in this game ?

Currently there is no anti-partisan bonus for being SS. From a practical point of view unless you're referring to the really crappy SS Grenadier divisions, no player in his right mind would every waste a "real" SS division hunting partisans.

Ok, lets cover supply and interdiction of supply. Please describe the supply methodology in general and factors that influence the supply status of a unit.

Supply in WitE is a very complicated and involved process that would take pages to describe in detail so I will just give you the gist of it here.

There are three kinds of supply in WitE, fuel, ammo & general supply. Every unit in the game has particular requirements for each of these supply types. Units consume fuel when the move (or planes fly), ammo when they fight and general supply for a variety of purposes including the obvious rations.

When units consume more supplies than their supply requirements they must be re-supplied. Units draw supplies from their HQs or directly from a rail head if it is closer. Units can draw supplies up to 5 hexes (or 20 motorized movement points) from an HQ or rail head. HQs can draw supply up to 25 hexes (or 100 motorized movement points) from a rail head. The combined rail head to HQ to unit supply line cannot exceed 100 motorized movement points. HQs cannot supply other HQs.

Units within 6 hexes of a supply source get the full amount of available supply. Beyond that range supply is progressively deceased. Units low on supply have reduced movement ability (ground units) and are less combat effective (all units). Units beyond supply range or isolated are severely effected in both movement and combat.

Partisans can "interdict" supplies by damaging rail lines and supplies can be destroyed by bombing the HQ but in general the Eastern Front is just too big a place for either of these methods to be terribly effective.

Ok, so the capacity of the individual supply sources and/or the ultimate "National" supply capacity is infinite ?

The interdiction role of airpower was something that is in the current MWiR but I never really understood how it worked. Are you saying that there is no possibility of interdiction by using airpower in this game ?

No, supply is not infinite. The production system produces a set amount of supplies each turn and your usage can exceed that amount. If demand exceeds production, units make do with what they get. Supply is obviously a much bigger problem for the Axis than it is for the Russians. The lure to go south after those production resources, especially oil, will be irresistable.

Air units can interdict the movement of ground units (including HQs) but supply has no "physical presence" on the map so you can't interdict it directly.

When units consume more supplies than their supply requirements they must be re-supplied. Units draw supplies from their HQs or directly from a rail head if it is closer. Units can draw supplies up to 5 hexes (or 20 motorized movement points) from an HQ or rail head. HQs can draw supply up to 25 hexes (or 100 motorized movement points) from a rail head. The combined rail head to HQ to unit supply line cannot exceed 100 motorized movement points. HQs cannot supply other HQs.

Currently there is no anti-partisan bonus for being SS. From a practical point of view unless you're referring to the really crappy SS Grenadier divisions, no player in his right mind would every waste a "real" SS division hunting partisans.

you do have sec Troops which are better at hunting the Partisans, use them for Garrison and to hunt

When units consume more supplies than their supply requirements they must be re-supplied. Units draw supplies from their HQs or directly from a rail head if it is closer. Units can draw supplies up to 5 hexes (or 20 motorized movement points) from an HQ or rail head. HQs can draw supply up to 25 hexes (or 100 motorized movement points) from a rail head. The combined rail head to HQ to unit supply line cannot exceed 100 motorized movement points. HQs cannot supply other HQs.

what the parent HQs ?

LI Korps/6th Army/Army Group South ?

Most units are attached to either a corps HQ or (Soviet) army HQ. Supply goes straight from rail head to the HQ. There is no movement of supply between HQs. In your example above LI corps supplies the divisions attached to it. Although 6th Army and Army Group South draw supply, they would only supply divisions directly attached to them.

Currently there is no anti-partisan bonus for being SS. From a practical point of view unless you're referring to the really crappy SS Grenadier divisions, no player in his right mind would every waste a "real" SS division hunting partisans.

you do have sec Troops which are better at hunting the Partisans, use them for Garrison and to hunt

Yes there are security divisons but it's not that they're better at hunting partisans than any other unit (they're not), it's just that they're not much good for anything else. The non-Finnish Axis Allies are also best hunting partisans since if they're destroyed in combat they won't come back.

When units consume more supplies than their supply requirements they must be re-supplied. Units draw supplies from their HQs or directly from a rail head if it is closer. Units can draw supplies up to 5 hexes (or 20 motorized movement points) from an HQ or rail head. HQs can draw supply up to 25 hexes (or 100 motorized movement points) from a rail head. The combined rail head to HQ to unit supply line cannot exceed 100 motorized movement points. HQs cannot supply other HQs.

what the parent HQs ?

LI Korps/6th Army/Army Group South ?

Most units are attached to either a corps HQ or (Soviet) army HQ. Supply goes straight from rail head to the HQ. There is no movement of supply between HQs. In your example above LI corps supplies the divisions attached to it. Although 6th Army and Army Group South draw supply, they would only supply divisions directly attached to them.

kind of strange thinking then, since the parent HQ is where most of the Log support would be at ?, Korps would have just the basic set up to pass the supplies on, the supplies would come from the parent

Currently there is no anti-partisan bonus for being SS. From a practical point of view unless you're referring to the really crappy SS Grenadier divisions, no player in his right mind would every waste a "real" SS division hunting partisans.

you do have sec Troops which are better at hunting the Partisans, use them for Garrison and to hunt

Yes there are security divisons but it's not that they're better at hunting partisans than any other unit (they're not), it's just that they're not much good for anything else. The non-Finnish Axis Allies are also best hunting partisans since if they're destroyed in combat they won't come back.

Will there be restrictions on units of different nationalities from cooperating with one another? For example, will the Romanians and Hungarians be prohibited from stacking together or even being adjacent with one another (i.e. Italian 8th army deployed between Hungarian 2nd and Romanian 3rd armies)